Commit Graph

12142 Commits

Author SHA1 Message Date
baldurk 9d3f7169ed Add thumbnails to texture tooltips in pipeline state view
* If there would be no tooltip otherwise, it just shows the thumbnail. Otherwise
  any tooltip text (like view parameters or image layout) is displayed below the
  thumbnail
2021-04-20 13:51:41 +01:00
baldurk 260583b805 Move tooltip handling from RDTreeWidget to RDTreeView 2021-04-20 13:51:41 +01:00
baldurk 9cb5e9d1b6 Update toolwindowmanager to 4837f70a84 2021-04-20 13:51:41 +01:00
Jinesi Yelizati c729397761 Fix typos in comments 2021-04-20 09:45:31 +01:00
baldurk 270d4e5b07 Add resource usage entries into context menu in pipeline state viewer 2021-04-19 16:44:19 +01:00
baldurk 12d9b4f850 Add copy icon to treeview context menu 2021-04-19 15:30:19 +01:00
baldurk 0a23f10d6f Clamp to subresource dimensions when binding sparse pages 2021-04-16 16:00:03 +01:00
baldurk db21020000 Ensure that overlay tests don't crash if multiple UAVs use register 0 2021-04-16 14:23:20 +01:00
baldurk 477a1e927b Add VK_Robustness2 test to autotests and add push descriptor interaction 2021-04-16 14:19:30 +01:00
baldurk da66701649 Don't mark bufferless constant buffers as empty due to stage masks
* These aren't present for push constants etc, so we ignore it
2021-04-16 13:55:38 +01:00
baldurk 47e13a30d4 Add test of GL renderbuffer variants 2021-04-16 13:31:08 +01:00
baldurk 8d5ede0e9d When getting texture data from multisampled renderbuffer, do blit first
* We can't use CopyTex2DMSToArray directly on a renderbuffer, we need to blit to
  the texture first.
2021-04-16 13:27:17 +01:00
baldurk eaee8a6878 Adjust renderbuffer samples to real number of samples obtained 2021-04-16 13:26:53 +01:00
baldurk 202dc9f14a Fix compilation with SINGLE_FLUSH_VALIDATE enabled 2021-04-16 11:42:52 +01:00
baldurk 8591d85c1d Fix reading of position-relative subpass inputs. Closes #2247 2021-04-16 11:42:52 +01:00
Jinesi Yelizati cf487e242b Fix typo in JDWP TypeTag enums
Even though TypeTag is not actually used.
2021-04-16 09:20:54 +01:00
baldurk 7f1f3caef0 Don't send empty opaque image binds 2021-04-15 22:14:12 +01:00
baldurk bbb3d409c8 Only check miptail parameters for compatibility when mip tail is present 2021-04-15 22:13:41 +01:00
baldurk 2720ff354a Test structured export/import of MSAA textures 2021-04-15 15:34:14 +01:00
baldurk cf50fef33a Support nested GetTempMemory calls on replay
* On capture we have a fast temporary thread-local memory allocator that only
  supports one allocation at a time, which is sufficient for unwrapping the
  parameters to a single function call.
* On replay though we might want to unwrap a function's parameters, and then
  inside do things like e.g. call a drawcall callback which makes its own calls
  that need to be unwrapped.
* To support these nested calls we instead allocate 4MB per thread on replay and
  use it like a ring buffer.
2021-04-15 15:34:14 +01:00
Aliya Pazylbekova 7b18d1c68e Fixing 2 issues with pixel history:
- Get framebuffer attachments from pipeline state (should account for
  imageless framebuffers)
- If there is no depth attachment, then depth bounds test and depth test
  do not modify coverage information
2021-04-15 15:34:08 +01:00
Jinesi Yelizati 98685bbcb5 Fix misleading log entry 2021-04-15 11:40:17 +01:00
baldurk f89b020cc7 Create DSV with proper descriptor in D3D12 quad overdraw 2021-04-15 11:15:54 +01:00
baldurk 2a61a7f32d Fix documentation build 2021-04-14 19:59:07 +01:00
baldurk 3ed516a7f6 Fix unit tests 2021-04-14 19:40:20 +01:00
baldurk 5b52bd7724 Treat API as unsupported if no frame capturers handle it. Closes #2222
* This is a bit coarse, as e.g. if you have one window that is unsupported on an
  API and another that is this will treat both as supported even if the active
  window doesn't support capturing. This is an unlikely case and needs a new UI
  to properly represent that.
2021-04-14 18:59:12 +01:00
baldurk eac94b74f6 Allow cbuffer previewer to apply custom format to non-buffer-backed CBs
* This in particular means push constants and specialization constants on vulkan
  but also applies to root-value cbuffers on D3D12.
* GL bare uniforms are not feasible to expose in this way.
2021-04-14 18:59:12 +01:00
baldurk 94b0b04483 Calculate texture byte size in GL as 64-bit
* It's unlikely drivers will survive >= 4GB textures but at least calculate the
  size correctly rather than truncating.
2021-04-14 11:22:54 +01:00
baldurk 208ab0fd7d Don't seek file until after it's checked for validity 2021-04-13 16:28:08 +01:00
baldurk 49e05bee72 Add error checking for textures failing to create 2021-04-13 16:27:58 +01:00
baldurk 7f939e2b7a If renderbuffer storage is re-created, don't create new readback texture 2021-04-13 14:26:04 +01:00
baldurk 4917fb0a96 Make debug logs about padded chunks a little less spammy 2021-04-13 13:25:18 +01:00
baldurk 00f352caeb Reserve a little more space in initial contents for sparse table
* Even if not present we serialise a bool indicating that it's not present,
  which needs to be reserved.
2021-04-13 13:25:04 +01:00
baldurk cb2b321a09 Ensure reserved descriptors are properly initialised
* We just want to change the number reported as 'real' descriptors for external
  replay/state queries
2021-04-13 13:21:52 +01:00
baldurk 376ac20af3 Compile fix 2021-04-12 21:20:01 +01:00
baldurk 1145447645 Fix descriptor write rollover to skip padding binds. Closes #2231 2021-04-12 19:48:48 +01:00
baldurk b9f9874c06 Enable shaderStorageImageMultisample at capture time for MSAA stores
* We need this to be able to add STORAGE_BIT to the image even if we don't do
  MSAA stores at capture time
2021-04-12 19:48:48 +01:00
baldurk e037795a85 Don't iterate over internal descriptors added to descriptor heap 2021-04-12 19:48:48 +01:00
baldurk 02e8e8fdf7 Patch imageless framebuffer image usage/formats to match image patching 2021-04-12 19:48:48 +01:00
baldurk 3bc996116d Fix identification of vendor UAV on SM5.1+ 2021-04-12 16:04:39 +01:00
baldurk cf8785db90 Handle multisampled renderbuffers with 0 sample count. Closes #2242
* GL apparently allows this, and it's equivalent to creating a non-multisampled
  renderbuffer. That means we need to create a 2D texture to blit to instead of
  a 2D MSAA texture.
2021-04-12 14:27:33 +01:00
baldurk 3995b81dcc Consume dynamic offsets properly in pipeline state population
* The same descriptor set can be bound multiple times with different offsets so
  we can't store the offset in the set.
2021-04-12 14:00:56 +01:00
baldurk 6271f010cc Don't hardcode font size/width calculating margin sizes. Closes #2227 2021-04-12 13:04:02 +01:00
baldurk 95e6a4a971 Respect font scale for fixed-width fonts 2021-04-12 13:04:02 +01:00
baldurk 34ea6529c9 Account for rootIsDecorated when painting tree lines in RDTreeView 2021-04-12 13:04:02 +01:00
baldurk 14698bb451 Ignore location decorations that shouldn't be used in GL 2021-04-12 13:04:02 +01:00
baldurk dcfe7596a1 Don't use SPIR-V entry point name as unique identifier. Closes #2226 2021-04-12 13:04:02 +01:00
baldurk 6a6b7f68e1 Display thumbnails for empty resources 2021-04-12 13:04:02 +01:00
Volkan Ilbeyli c3ca732ab9 Fix a crash & a replay issue when AMD AGS DX12 CreateDevice() is called 2021-04-07 11:55:52 +01:00
Jake Turner add33d484c Modified find to work on Mac
Do basic find without regular expressions
Use grep -E to do the regular expression matching
Use awk to reconstruct an equivalent find -print0 output
2021-04-07 11:54:46 +01:00